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Holy Rotations for maximizing healing 25 TotC
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Post by
299735
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Post by
OscarDivine
Specifically I mean at the end of Twins and Anub where everyone in the raid is taking steady ticks of damage. I am in a pure raid healing build and never MT heal. I am specced into imp. renew, emp. renew, surge of light, empowered healing, and divine providence.
Obviously you want to hit PoM and CoH at every CD, but the question is: Between these two cooldowns, should i throw out renews where i can? or should I be casting a couple flash heals and then a PoH? or maybe just a couple PoH's?
/discuss :D :D
Healing Twins vs Healing Anub are two very different animals because of the amount of damage as well as the necessity to keep at or under 50% for all non-tank Raid members for the Anub fight. Usually, we assign healers per group for the Anub fight with the paladins keeping beacons on the main tank. I try to use copious use of bubbles, renews, and CoH while using PoH only when all of the players in my assignments are lower than 25%.
The situation with the twins fight is that you can keep everyone topped off and you probably don't have any specific party assignments. This also depends on your strat though. There are a few healing strats for this fight which might allow you to heal all groups, but this all depends on what your'e doing and what other healing classes are in your raid. I will say, it can be tough competing with a resto shammy's chain heal because it escapes party constraints and heals almost as much as a PoH does.
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299735
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Post by
174266
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318206
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Post by
Izichial
The biggest advantage of Divine Hymn is that it has smart targeting aimed at the entire raid, which is handy if fx when people fail at switching on vortex since your group heals probably aren't covering them all.
On twins a couple of weeks ago I found myself falling back on cycling through raid groups with PoH (glyphed) without Serendipity stacked often, landing at ~7.5k hps for the entire fight. Last week I tried falling back on Renew instead and sat at ~5.5, which even allowing for margin because I helped soak when an assigned soaker died is a noticable drop (ofcourse, it could be down to better overall raid healing but I remember being distinctly unimpessed with the raid healing the week I focused on Renew so I doubt it).
Flash Heal is largely a waste on twins, the healing done you lose out stacking Serendipity compared to chain casting unhasted PoHs being far in excess of what you can push out with hasted PoHs between Flash Heals. There was another priest hell-bent on stacking Serendipity between PoHs on the kill I focused on Renew and I think I did around three times his healing.
Take the healing numbers with a grain of salt as always, but for Twins they're somewhat useful for comparing raid healers.
Post by
karlusdavius
yes, but did you do critical healing? i think not.
Depending on what stats you aim for, i find that getting 2 stacks of seredipity with 25% haste raid buffed is cakewalk. SoL usually after each PoH/CoH means i already have one stack. SImply clicking on the lowest target for a quick flash heal afterwards (which usually beats a druids casting time) means my PoH hits 1.8 second cast time. thats pretty dam quick.
Post by
174266
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Post by
Izichial
Napkin math with very rough rounding off inc.:
+ assume no overhealing on anything
+ assume that Prayer of Healing hits for ~5000 on average (a bit low, but my priest is mostly spellpower gemmed and I'm too lazy to work out an average based on math) and has a 2.75 sec cast time on it (just under 300 haste)
+ assume that you always proc Surge of Light on one PoH
+ assume that Flash Heal heals for 6000 average (a bit high) , one global cooldown is 1.35sec (just above 300 haste) and that one stack of Serendipity pushes PoH down to 2.4sec
(5 * 5000) / 2.75 =
~9000
hps spamming PoH ("0 stack rotation")
((5 * 5000) + 6000) / (2.45 + 1.35) =
~8250
hps doing PoH -> Flash -> PoH ("1 stack rotation")
Cast times and healing values are all rounded off in favour of 1 stack rotation. Realistically you will lose a fraction of a second targeting someone for flash heal, which is omitted, again favouring 1 stack over 0 stack. You will lose a lot more than a fraction if you either wait to see if you did proc SoL or mash Flash Heal while casting PoH to take advantage of spell queuing and not getting a proc thus retaining cast time on Flash Heal (while it doesn't make the "rotation" lose time it has a slightly higher probability of overhealing, which is omitted). PoH glyph is omitted as well, the inclusion of which would favour 0 stack since with 1 stack you spend less time casting PoHs.
Spamming PoH (0 stack rotation) still comes out ahead on hps, shrug. It's also very slightly less mana intensive. Feel free to correct me if I forgot anything critical.
edit: The healing values are rough estimations of what you'd get raidbuffed based on convenient rounding off of what I get myself (Implication is my priest alt, linked in signature if you're curious about what gear I have) selfbuffed, if the healing values sound high to you.
Post by
299735
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Post by
Izichial
Of course, as illustrated by your example striving to prevent deaths must remain a healer's top priority regardless of the controlled environment efficiency of the actions undertaken to do so in most cases.
If I may digress, this kind of math is the logical 'translation' of a specific awareness of dps efficiency (if you feel that that is hyping up the concept within the context of WoW, feel free to interpret it as a general approach to efficiency) I've been entertaining for several years that I tend to call "push". At it's simplest, it comes down to things such as never pausing to consider your next actions but ingraining reflexes to fall back on an action while considering your next move (for caster dps a specific example would be the advice to never cancel any casts and always keep casting, falling back on mashing a standard dps spell when considering your next move).
Healing is a more dynamic playing field in the regard, since the number of events you can keep track of in order to determine what to do next (and fall back to) on can be extrapolated far further than what you need to be aware of as dps. Getting to the point, this reinforces the need for working out the most efficient fallbacks for specific situations.
Enough with the abstract, as for Renew potentially pulling ahead the maths aren't particularly difficult, although you'd probably be a better judge than me of what numbers to use. Assumption time!
+ assume PoH will hit three targets on average, again healing for 5000 per target with a 2.75sec cast time
+ assume that an average three out of four renew ticks for 2600 each as well as the full empowered renew hit (for an average of 2000) don't overheal, renew being cast at a gcd of 1.35sec and always being cast on different targets (no refreshing)
PoH will do
(3 * 5000) / 2.75 = ~5450
hps.
Renew will do
(3 * 2600) + 2000 = 9800
healing.
9800 / 1.35 = ~7250
hps.
If two out of four Renew ticks do not overheal rather than three you get:
Renew will do
(2 * 2600) + 2000 = 7200
healing.
7200 / 1.35 = ~5350
hps.
Things to consider are losing time between spell casts because of moving while casting Renew vs. standing still casting PoH, my lurking suspicion that even 50% overheal might be too low spamming Renew if the other group healers are zealous and/or depending on assignments (not because of full overheals but for Renew getting all partially effective hits on people that are near full hp), PoH being a reactive direct heal (you can pick a group where all five are on low health to use PoH on) where Renew efficiency is more rng reliant due to being a HoT (in an environment where it may often be outmanoeuvred by faster ticking HoTs and direct heals) and so on and so forth.
With haphazard groups (regardless of whether that is down to no one bothering to sort them or tactic making them such after switches and whatnot) but clear healing assignments Renew could pull ahead of PoH. Assuming sorted groups and clear healing assignments (no overhealing at all on any spell) Renew is slightly ahead of PoH:
Renew:
((4 * 2600) + 2000) / 1.35 = ~9200
hps
PoH:
(5 * 5000) / 2.75 = ~9100
hps
But then add
PoH glyph
, again assuming no overhealing:
PoH:
(5 * (5000 * 1.2)) / 2.75 = ~10900
hps
As you suspected, I believe, it realistically comes down to whether you need to move and how well the groups are sorted / healing is assigned, but for raw output in a controlled environment PoH takes the cup.
Post by
174266
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Post by
309579
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Post by
Izichial
For POH, why don't you include a 1.35 GCD with the cast time as you did with renew? I get the fact that a full stack of serendipity will get you to about 2.75 including GCD, but if this is going to be your main spell, you may not always have 3 stacks up for you will have to include 3 FH's in your analysis...
While POH does more HPS over a 2.75 sec time (including 3 stacks of serendipity)...you either need to build those stacks through FH which is going to dramatically reduce HPS....cast POH without those stacks which will dramatically lower your HPS.....or something else....idk
I'm not quite sure what is confusing you, but the base cast time for
PoH
is 3 sec, which works out to ~2.75 sec at ~300 haste. With three stacks of Serendipity, the cast time would be ~1.75 sec. Why would I add a gcd to a spell with a cast time longer than a gcd?
edit: As for shield healing most log sites count absorbed damage from your shields as healing done now, as you can see if you check the spell again. It says and links to the Power Word: Shield spell, rather than the Glyph of Power Word: Shield spell.
Post by
174266
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Post by
174266
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174266
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Post by
Izichial
Use the edit button rather than make new posts.
3 stacks of POH is a 1.7 cast for me with 320 haste atm. With a GCD, it's like 3 secs.
I still don't understand why you're adding a GCD after PoH regardless of how much haste it has. The GCD is triggered when you start casting the spell, not after you finish casting.
Post by
174266
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Post by
239981
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